Hmm, the problem with mojo is that I don't really want the early game skills becoming useless as you get better ones. Kiss is sort of like that, it's relevant all game, especially as you get more traits buffing it.
While we could just increase the mojo gain each time, it feels a bit wonky.
Also, there are some early-midgame mojo costing skills that are useful all game. Things like kick and knee are fairly powerful, and if you just spam them you can completely stunlock someone every time the braced buff runs out. Stuff like charm and counter are pretty good too, and things get pretty silly when you just spam them after level 20.
To be honest, I kind of like it when you can only use an expensive skill after 2-3 turns. If you want to use a big skill, there are ways you can build mojo by sacrificing a turn to wait or even masturbate. It gives more room to make powerful skills that would be too much if you could spam them.
Early game mojo should be a bit better after this patch too, since I increased everyone's mojo to about 100. Some have more (Mara has 120 vs Kat who has 80). This makes it so that each person can use their mojo costing skills a bit more or less often, which adds a lot of flavor. It really only nerfs late game mojo gains.
I'm thinking maybe there should be a per-turn mojo gain as well. Maybe something like 3-5% a turn, so you can always use something after a few turns.
Wait has been rebalanced a bit as well. Focus was nerfed a bit to go from 25% mojo gain to 20% mojo gain. This was mostly because it seems a bit too good for something that healed you, calmed you, and gained a ton of mojo just for getting 15 Cunning. I did add another variation to Wait called "Channel", which requires you to have a point in Arcane. This version of wait does exactly the same thing as it used to do (including calming yourself if you have 15 cunning), but also builds 20 + Arcane / 3 % mojo. If you have 15 Arcane, you'll build 25%, and at 30 you'll build 30%. There may need to be some more stuff that builds mojo, but I got to take a quick survey of the skills.
That said, I'm pretty excited for the pet patch. So far things are looking pretty good. The old pets are now actually quite useful, and scale well with the level of their related attributes. Moreover, I've added something called a "HumanPet" (no not in that way
), which essentially mirrors an NPC. So if there is a related skill, you could summon say Reyka, and she'll start fighting for you. She'll have all the skills that she normally have and can use them on your opponent. They wont be able to get into different stances yet so they wont be able to do stuff like fuck the opponent, but it certainly opens up the possibility of having threesome positions in the future. I've reworked the stances now, so hopefully they can use all the skills that make sense (for example, if you're face sitting someone, they can use footjob on them), but I'm sure there will be a few bugs in the mean time.
The only new skill that I added that takes advantage of this system right now is a new one called "Summon Yui". It does exactly what it sounds like
. The current iteration is a bit strong, where I could literally summon Yui, and she'll completely wreck the opponent when all I do is spam wait. I'll need some adjustment time for it.
The reason why I haven't released a new build yet is because I'm also reworking how the combat system works internally. It's gotten a bit too confusing, and I'm refactoring it to be a state-machine where the combat flow looks like this:
Code:
1. Pre-turn Upkeep
2. Select skills
3. Pet Action
4. Faster player action
5. Slower player action
6. Post-turn Upkeep
(go back to 1 unless someone has lost)
7. Fight Result Scene
8. Finished
This was done in order to make it so each turn can go on one page of text, and there's the option of advancing the text after each skill usage instead of dumping the entire text at once. I find that once you get some traits, resolving a skill usage takes like the entire text window, and you can't read the text at all if you don't hide the stance image.
However, I definitely broke some stuff with the refactor, so it's taking me a while to make sure that things are still working as intended.
That said, do you guys prefer me doing a build right after I fix these things, or waiting until I finish the Angel rework as well? If I did a build now, it'd be mostly the mojo rebalance and new pet system without a lot of content update, so I'm not sure if that's worth making a release.